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Vehicles 147
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Light vehicles
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Armoured vehicles
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Tiltrotor aircraft
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Naval craft
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Vehicle-mounted weapons
-
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Planning and Execution 155
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Theatres and Campaigns
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Deployment execution 57
- FM/G146 Introduction to Mission Support
- FM/G144 Leading as the Lead Game Master
- FM/G143 Assisting the Lead Game Master
- FM/G153 Using the Zeus interface
- FM/G145 Creating a fun battlefield
- FM/G159 Zeus modules
- FM/G147 Underlying Arma mechanics
- FM/G158 Handling ARMA bugs
- FM/G148 Roleplaying
- FM/G154 Scheduling a deployment
- FM/G407 Battle Management
- FM/G408 Operational Awareness
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FMDG Communications
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Radio Comms (Staging)
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Reports (Staging)
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FMDG Field Leadership
-
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FMDG Rotary Wing
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Loadout (Temp)
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UNIHELP
Every role card
Command & Control
Ground Operations
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Core Infantry 13
- Assistant Automatic Rifleman Verified
- Rifleman Verified
- Ammo Bearer Verified
- Grenadier Verified
- Automatic Rifleman Verified
- Interpreter Verified
- Assistant Machinegunner Verified
- Assistant Machinegunner, Heavy Verified
- Machinegunner, Medium Verified
- Machinegunner, Heavy Verified
- SF Operator Verified
- SF Gunner Verified
- Rifleman (Leadership Observer) Verified
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Cavalry 12
- Light Vehicle Crewman (Driver) Verified
- Light Vehicle Crewman (Gunner) Verified
- Light Vehicle Crewman (Commander) Verified
- Light Vehicle Section Commander Verified
- AFV Crewman (Driver) Verified
- AFV Crewman (Gunner) Verified
- AFV Crewman (Commander) Verified
- AFV Section Commander Verified
- MBT Crewman (Driver) Verified
- MBT Crewman (Gunner) Verified
- MBT Crewman (Commander) Verified
- MBT Section Commander Verified
Air Operations
Support Operations
Scenario Operations
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Mission Support 11
- War Correspondent Verified
- Civillian Roleplayer Verified
- Assistant Game Master Verified
- Mission Support Observer Verified
- Game Master (≤15) Verified
- Game Master (≤32) Verified
- Game Master (≤64) Verified
- OPFOR Roleplayer Verified
- Lead Game Master (≤15) Verified
- Lead Game Master (≤32) Verified
- Lead Game Master (≤64) Verified
FM/BG-778 · v1.03
LAMBS
- Code
- FM/BG-778
- Kind
- Guide
- Version
- v1.03 1yr ago
- Views
- 1,593
- Platforms
- As its document
- Published by
- LtCol James 15 Sep 2025
- Last material change
- v1.00 Added a quick guide/cheat sheet for LAMBS
108 words added, 161 words removed.
v1.02
LAMBS is an AI Enhancement mod in our core modset which helps GMs quickly command large groups of Enemy AI. Note that it should be used instead of standard Vanilla ARMA movement orders for infantry if possible. The following section details how to use the specific Modules present in the mod and their use cases.
Task / Module Description / Use Case
Task CAMP Sets the affected group into a relaxed state, ideal for simulating an unaware enemy. AI will use ambient animations such as sitting or idling. Good for defensive positions with low alert.
Task GARRISON Quickly spreads AI into occupied buildings to simulate a garrison. You can set conditions for them to leave; “none” is the most restrictive, making them hold position until death. Useful for creating static defenses.
Task PATROL Sets up AI patrols on a static or dynamic path. Ideal for creating roaming security forces or routine patrols.
Task RUSH Sends AI running directly to the nearest player/BLUFOR unit in an uncoordinated fashion. Best for insurgent QRFs or last-resort charges.
Task ASSAULT / RETREAT Used with Dynamic Targets. AI will move to secure the target location tactically, using cover and formations. Can simulate retreating (checkbox option), but retreat mode can sometimes cause AI to get stuck.
Task CREEP Used for ambushes. AI sneaks as close to BLUFOR as possible before opening fire at the most lethal moment or when spotted.
Task CQB Orders AI to clear buildings. Can be unreliable, so use with caution — better for flavour than guaranteed results.
Task HUNT Simulates an OPFOR patrol that gradually works its way toward the players. AI knows player positions but acts as if they are searching, slowly tightening the net.
v1.03
LAMBS is an AI Enhancement mod in our core modset which helps GMs quickly command large groups of Enemy AI. Note that it should be used instead of standard Vanilla ARMA movement orders for infantry if possible. The following section details how to use the specific Modules present in the mod and their use cases.
Name Behaviour Useful For
Task CAMP Puts AI group into a relaxed, unaware state with ambient animations (sitting, standing idly). Simulating enemies off-guard, early-mission stealth approaches.
Task GARRISON Spreads AI into nearby buildings and holds them there. “None” condition keeps them in place until death. Defensive strongpoints, urban garrisons, fortified compounds.
Task PATROL Creates a static or dynamic route for AI to walk. Perimeter patrols, roaming security, making areas feel alive.
Task RUSH Sends AI running uncoordinated toward nearest player/BLUFOR. Insurgent QRFs, desperate charges, chaotic assaults.
Task ASSAULT / RETREAT Moves AI tactically to a Dynamic Target using cover and formations; retreat option can make them withdraw (sometimes buggy). Coordinated attacks on objectives, staged withdrawals, advancing lines.
Task CREEP AI sneaks close to players before opening fire when most lethal or when spotted. Ambushes, surprise attacks, suspenseful encounters.
Task CQB Orders AI to clear buildings, though results can be inconsistent. Indoor combat scenarios, building-to-building firefights (use cautiously).
Task HUNT AI gradually converges on player positions, acting as though searching. Pressure missions, “being hunted” scenarios, slow-burn tension.
LAMBS is an AI Enhancement mod in our core modset which helps GMs quickly command large groups of Enemy AI. Note that it should be used instead of standard Vanilla ARMA movement orders for infantry if possible. The following section details how to use the specific Modules present in the mod and their use cases.
Task / Module Description / Use Case Name Behaviour Useful For
Task CAMP Sets the affected Puts AI group into a relaxed state, ideal for simulating an relaxed, unaware enemy. AI will use state with ambient animations such as sitting or idling. Good for defensive positions with low alert. (sitting, standing idly). Simulating enemies off-guard, early-mission stealth approaches.
Task GARRISON Quickly spreads Spreads AI into occupied nearby buildings to simulate a garrison. You can set conditions for and holds them to leave; “none” is the most restrictive, making there. “None” condition keeps them hold position in place until death. Useful for creating static defenses. Defensive strongpoints, urban garrisons, fortified compounds.
Task PATROL Sets up AI patrols on Creates a static or dynamic path. Ideal route for creating AI to walk. Perimeter patrols, roaming security forces or routine patrols. security, making areas feel alive.
Task RUSH Sends AI running directly to the nearest player/BLUFOR unit in an uncoordinated fashion. Best for insurgent QRFs or last-resort charges. toward nearest player/BLUFOR. Insurgent QRFs, desperate charges, chaotic assaults.
Task ASSAULT / RETREAT Used with Dynamic Targets. Moves AI will move tactically to secure the target location tactically, a Dynamic Target using cover and formations. Can simulate retreating (checkbox option), but formations; retreat mode option can sometimes cause AI to get stuck. make them withdraw (sometimes buggy). Coordinated attacks on objectives, staged withdrawals, advancing lines.
Task CREEP Used for ambushes. AI sneaks as close to BLUFOR as possible players before opening fire at the when most lethal moment or when spotted. Ambushes, surprise attacks, suspenseful encounters.
Task CQB Orders AI to clear buildings. Can buildings, though results can be unreliable, so use with caution — better for flavour than guaranteed results. inconsistent. Indoor combat scenarios, building-to-building firefights (use cautiously).
Task HUNT Simulates an OPFOR patrol that gradually works its way toward the players. AI knows gradually converges on player positions but acts positions, acting as if they are searching, slowly tightening the net. though searching. Pressure missions, “being hunted” scenarios, slow-burn tension.
Where it appears
Lives in
FM/G159 Zeus modulesOn role cards
On 8 role cards in 1 combat area.
Named on
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Assistant Game Master
Mission Support
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Game Master (≤15)
Mission Support
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Game Master (≤32)
Mission Support
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Game Master (≤64)
Mission Support
The other 4 roles read it through these cards.
By combat area